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TFO not working properly on latest nightly build (4th Mar)

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TFO not working properly on latest nightly build (4th Mar) Empty TFO not working properly on latest nightly build (4th Mar)

Post by LXQt Fri Mar 05, 2021 1:25 pm

On v1.7.2.4, TFO works properly
On the latest nightly build, TFO won't move and just sits at the origin location (The location where it appears)

Reproduction:
Route: HKHOS 2020 Edition - MTR North Island Line (Click on the shorter name one when selecting the route)

Windows 10 20H2
LXQt
LXQt

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TFO not working properly on latest nightly build (4th Mar) Empty Re: TFO not working properly on latest nightly build (4th Mar)

Post by Midnight Express Ginga81 Fri Mar 05, 2021 6:58 pm

And TFO's brightness is not correct at my Tohoku Shinkansen.

Route:Yamabiko 161 at Furukawa.
Select Yamabiko 161 and jump to Furukawa.
Platform stopping TFO's brigitness is not correltly.
This trouble happens from 1.7.2.0.
TFO not working properly on latest nightly build (4th Mar) Screen10
At the departure, the brightness is back to correct.
I wanted to a post to github, but TFO's topic is written at here, so I wrote here.

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TFO not working properly on latest nightly build (4th Mar) Empty Re: TFO not working properly on latest nightly build (4th Mar)

Post by leezer3 Fri Mar 05, 2021 7:26 pm

That's a very odd brightness bug...

I can't think of anything off the top of my head which could cause that one.


https://github.com/leezer3/OpenBVE/commit/73ed25545ee5f6aa22d720fb6e55ce1b9ea7a291

I think this one was actually fixed on the 27th January.
(Caused by object caching the DNB value)


TFOs not working is fixed, minor oversight as the AI creation got removed....
Both probably ought to work right now; The TFO in your screenshot above seems to be OK here.

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TFO not working properly on latest nightly build (4th Mar) Empty Re: TFO not working properly on latest nightly build (4th Mar)

Post by Midnight Express Ginga81 Fri Mar 05, 2021 9:00 pm

I tested at OpenBVE-2021-03-05.zip.
My route's TFO is moves and the brightness issue is fixed.
Thank you very much for fix!

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TFO not working properly on latest nightly build (4th Mar) Empty Re: TFO not working properly on latest nightly build (4th Mar)

Post by Midnight Express Ginga81 Sat Mar 06, 2021 4:59 pm

At OpenBVE-2021-03-05.zip, TFO's sound loading is get the errors.
At 1.7.2.0, this is not happen.
1.7.2.0
01:53:08  Loading sound.cfg file: 
---/東北新幹線/Railway/Object/Tohoku-Shinkansen-Objects/Tohoku-TFO/200/sound.cfg


OpenBVE-2021-03-05.zip
01:51:10  Loading AI train: 
---/東北新幹線/Railway/Object/Tohoku-Shinkansen-Objects/Tohoku-TFO/200
01:51:10  PathNotFound : 
---/東北新幹線/Railway/Object/Tohoku-Shinkansen-Objects/Tohoku-TFO/200/ats.wav


If the newest is using TFO train's sound, this error is corrct.
But I think that the TFO train is not use driver's panel sound.
So, I think that these error is not happen.

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TFO not working properly on latest nightly build (4th Mar) Empty Re: TFO not working properly on latest nightly build (4th Mar)

Post by LXQt Sun Mar 07, 2021 6:04 am

Same here, it shouldn't output error for default sound
Instead it should read the sound.cfg first
Even then, default sound should be optional.
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TFO not working properly on latest nightly build (4th Mar) Empty Re: TFO not working properly on latest nightly build (4th Mar)

Post by leezer3 Sun Mar 07, 2021 8:36 pm

LXQt wrote:Same here, it shouldn't output error for default sound
Instead it should read the sound.cfg first
Even then, default sound should be optional.

This is one of those situations where there's no real good option at the minute, and the plugin has exposed an underlying flaw, in that the existance or otherwise of the default sound sets was never checked or remarked upon.

It's not possible to create a train with *no* default safety systems, these are just disabled if a custom plugin is available.
The sound.cfg file (and XML formats too) provide no documented way to set the sounds for the default ATS, which are also used as fallback if any specified plugin fails to load, although they can hackily be overidden by setting PluginSounds 0 - 5.

Loading these through the API (as opposed to calling the sound manager directly) has exposed the fact that most of these never had error checking for their presence.

(Reading the sound.cfg first has the opposite effect, as custom sounds can inadvertantly be overwritten)

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Post by leezer3 Mon Mar 08, 2021 1:06 pm

Reduced the spam a bit more by re-writing the way this is done.
At the minute, it'll still complain about missing horn sounds on BVE2 trains, but nothing else.

A slight side effect of all this, is that specified sounds missing from a sound.cfg file will now actually be logged, which it appears they weren't previously. (Oddly, they were checked for invalid path characters / length, but not existance....)

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